












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 17 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by arcane crystal at level 2 on the 74th Pyre 122nd year of Ascendancy at 21:24 0 / 6Killed by Jinro the Bringer of Doom at level 13 on the 14th Dusk 122nd year of Ascendancy at 22:32 Killed by Jinro the Bringer of Doom at level 13 on the 15th Dusk 122nd year of Ascendancy at 00:08 Killed by orc pyromancer at level 15 on the 45th Dusk 122nd year of Ascendancy at 23:02 Killed by oopsies at level 16 on the 58th Dusk 122nd year of Ascendancy at 14:42 Killed by Grand Corruptor at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 16:54 |
Primary Stats
| Strength | 27 (base 16) |
| Dexterity | 50 (base 36) |
| Constitution | 41 (base 23) |
| Magic | 10 (base 10) |
| Willpower | 43 (base 11) |
| Cunning | 37 (base 24) |
Resources
| Life | -47/536 |
| Stamina | 167/242 |
| Healing Factor | 1.3781403954778 |
| Regeneration | 12.621706584947 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 61 |
| Crit Chance | 17% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 38 (98.607947236566%) |
| Defense | 59 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 39 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 59%( 70%) |
| Arcane | + 13%( 70%) |
| Mind | + 14%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 20%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 32%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Pinning Resistance | 20% |
| Knockback Resistance | 20% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 311 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.50 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed vial of greater demon bile. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | blood-soaked pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | psychokinetic pouch of dwarven-steel shots (18/18, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Tiragorn' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% arcane +6% cold Crit.chn- 5.00% Spell.save +9 (+3 eff.) Die.at -40.00 life A cap made of leather. |
| On hands | restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Coalquake [power 278] (2/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +9 Wil dps ---------- Res.pen +10% darkness Melee Ret 8 mind Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
| On fingers | savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+4 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around neck | starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +13% light +10% darkness Blind- +22% Amulets make your neck look great! |
| In main hand | Zubeba the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +14 Wil +1 Cun +15 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +30 (+10 eff.) ----- def ----- Resists +6% mind Max.HP +36.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 30/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
| Cloak | enveloping kruk cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +6 (+1 eff.) Phys.save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
| Main armor | enlightening drakeskin leather armour of delving (20 def, 8 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +7 Str +6 Wil +7 Cun ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +10% darkness +10% physical Mind.save +14 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
44 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
self-loading pouch of steel shots of amnesia (19/19, 21-25 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Psionic Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Rld cld 4 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By oopsies the Cornac Skirmisher level 15
57th Dusk 122nd year of Ascendancy at 16:41 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By oopsies the Cornac Skirmisher level 17
75th Dusk 122nd year of Ascendancy at 19:35 see stats
Level 10
Got a character to level 10.By oopsies the Cornac Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 10:20 see stats
The Arena
Unlocked Arena mode.By oopsies the Cornac Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 17:31 see stats
The secret city
Discovered the truth about mages.By oopsies the Cornac Skirmisher level 17
62nd Dusk 122nd year of Ascendancy at 19:35 see stats
Log
Grand Corruptor casts Drain.
Lava floor burns oopsies!
Grand Corruptor hits oopsies for 96 blight, 85 fire (181 total damage).
Grand Corruptor receives 103 healing.
Oopsies is no longer evading attacks.
Talent Swift Shot is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Hurricane Shot is ready to use.
Talent Kneecapper is ready to use.
Lava floor heals Grand Corruptor!
Grand Corruptor receives 103 healing.
Lava floor burns oopsies!
Grand Corruptor hits oopsies for 85 fire damage.
Oopsies's Rune: Shatter Afflictions has been disrupted by anti-magic forces!
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Grasp.
Oopsies is dazed!
Talent Block is ready to use.
Grand Corruptor receives 103 healing.
Oopsies is not dazed anymore.
Oopsies is afflicted by a decrepitude disease!
Grand Corruptor receives 14 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits oopsies for 67 blight damage.
Grand Corruptor deactivates Fearscape.
Lava floor burns oopsies!
Grand Corruptor hits oopsies for 104 fire damage.
oopsies the level 17 cornac skirmisher was toasted to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!

































































